Class TextureTensorData
Represents the data storage for a 'Tensor' as a render texture, for backends that use GPU pixel shaders.
Sentis packs the tensor data into the pixels of an RGBA float4 texture.
Sentis chooses a single tensor dimension as the blocked axis, across which data is chunked in float4 blocks.
Tensor dimensions don't map directly to texture dimensions. Sentis creates the texture with dimensions large enough to fit all the data and pixel shaders index the data based on both the tensor and texture dimensions (see example below).
Inherited Members
Namespace: Unity.Sentis
Assembly: Unity.Sentis.dll
Syntax
public class TextureTensorData : ITensorData, IDisposable
Constructors
TextureTensorData(DataType, TensorShape, int, bool)
Initializes and returns an instance of TextureTensorData
with given shape and blocked axis. A RenderTexture
is allocated to the correct size.
Declaration
public TextureTensorData(DataType dataType, TensorShape shape, int axis, bool clearOnInit = false)
Parameters
Type | Name | Description |
---|---|---|
DataType | dataType | The data type of the tensor. |
TensorShape | shape | The (unblocked) shape of the tensor. |
int | axis | The axis on which to block the shape. |
bool | clearOnInit | Whether to zero the data on allocation. The default value is |
Properties
backendType
On what backend are the data elements stored.
Declaration
public BackendType backendType { get; }
Property Value
Type | Description |
---|---|
BackendType |
maxCapacity
The maximum count of the stored data elements.
Declaration
public int maxCapacity { get; }
Property Value
Type | Description |
---|---|
int |
Methods
CompleteAllPendingOperations()
Blocking call to make sure that internal data is correctly written to and available for CPU read back.
Declaration
public void CompleteAllPendingOperations()
Dispose()
Disposes of the TextureTensorData
and any associated memory.
Declaration
public void Dispose()
Download<T>(int)
Blocking call that returns a contiguous block of data from internal storage.
Declaration
public NativeArray<T> Download<T>(int dstCount) where T : unmanaged
Parameters
Type | Name | Description |
---|---|---|
int | dstCount | The number of elements to download. |
Returns
Type | Description |
---|---|
NativeArray<T> | A native array of downloaded elements. |
Type Parameters
Name | Description |
---|---|
T | The data type of the elements. |
~TextureTensorData()
Finalizes the TextureTensorData
.
Declaration
protected ~TextureTensorData()
IsReadbackRequestDone()
Checks if asynchronous readback request is done.
Declaration
public bool IsReadbackRequestDone()
Returns
Type | Description |
---|---|
bool | Whether async readback is successful. |
Pin(Tensor, int, bool)
Moves the tensor into GPU memory on the GPUPixel
back end device.
Declaration
public static TextureTensorData Pin(Tensor X, int blockAxis, bool clearOnInit = false)
Parameters
Type | Name | Description |
---|---|---|
Tensor | X | The tensor to move to the compute backend. |
int | blockAxis | Which axis to block the tensor shape on. |
bool | clearOnInit | Whether to zero the data on pinning. The default value is |
Returns
Type | Description |
---|---|
TextureTensorData | The pinned |
ReadbackRequest()
Schedules asynchronous readback of the internal data.
Declaration
public void ReadbackRequest()
ReadbackRequestAsync()
Declaration
public Task<bool> ReadbackRequestAsync()
Returns
Type | Description |
---|---|
Task<bool> |
ToString()
Returns a string that represents the TextureTensorData
.
Declaration
public override string ToString()
Returns
Type | Description |
---|---|
string | The summary string of the |
Overrides
Upload<T>(NativeArray<T>, int)
Uploads a contiguous block of tensor data to internal storage.
Declaration
public void Upload<T>(NativeArray<T> data, int srcCount) where T : unmanaged
Parameters
Type | Name | Description |
---|---|---|
NativeArray<T> | data | The data to upload. |
int | srcCount | The number of elements to upload. |
Type Parameters
Name | Description |
---|---|
T | The type of data to upload. |